Frictional Games Doesn't Have Too Much Friction over Piracy

Frictional Games, the developers behind the Penumbra and Amnesia franchises, commented on the two years since the release of The Dark Descent through their company blog. Frictional has finally released the development budget for Amnesia which rings in at just $360,000 USD which is less than a tenth of their revenue. They also have not even thought about piracy in over a year: they are paid in sales not piracy figures – and paid they have been.

It is so nice when common sense prevails.

As I have discussed in my “Video Games Do Not Want to Be Art?” column, there are some developer-publishers who find their content intrinsically valuable and aim for long-term steady sales. Frictional Games appears to be one of those companies. Amnesia: The Dark Descent is possibly the most terrifying game in existence without compromising on their highly engaging story.

They also have not even thought about – let alone get frightened of – piracy in over a year.

Or maybe after making Amnesia these Swedes are not scared by anything lurking in shadows.

There is room for both blockbuster titles as well as enduring content with intrinsic value. Over the course of the last two years Amnesia has sold just shy of 1.4 million units. Amnesia currently – 2 years after its release – sees a steady 10,000 units sold each month excluding bumps in sales due to discounts. This revenue is over ten-fold larger than the $360,000 development budget.

The developer kept the topic of piracy brief with a simple statement:

It has been over a year since we even thought about piracy. With sales as good as above we cannot really see this as an issue worth more than two lines in this post, so screw it.

That is literally all that has been written about piracy.

Whenever I discuss piracy I feel the need to preface my statements with, “The solution is not to condone piracy.” I do not condone piracy nor has Frictional Games. If you wish to acquire a game – pay for it. If you do not wish to acquire a game – ignore it. Still, from the developer or publisher’s point of view, do not concern yourselves with piracy figures. Piracy figures are horrifically inaccurate and – most importantly – not a measurement that pays you one way or the other.

Worry about what will increase your sales – such as adding mod tools or design to sell your product indefinitely – because that will be what puts the roof over your head.

If you lose customers because of your paranoia – companies like Frictional will be there. Good on them.